NPC.cpp 28 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC.h"
  17. #include "WorldDatabase.h"
  18. #include <math.h>
  19. #include "client.h"
  20. #include "World.h"
  21. #include "races.h"
  22. #include "../common/Log.h"
  23. #include "NPC_AI.h"
  24. #include "Appearances.h"
  25. #include "SpellProcess.h"
  26. extern MasterSpellList master_spell_list;
  27. extern ConfigReader configReader;
  28. extern WorldDatabase database;
  29. extern World world;
  30. extern Races races;
  31. extern Appearance master_appearance_list;
  32. NPC::NPC(){
  33. Initialize();
  34. }
  35. NPC::NPC(NPC* old_npc){
  36. Initialize();
  37. if(old_npc){
  38. if(old_npc->GetSizeOffset() > 0){
  39. int8 offset = old_npc->GetSizeOffset()+1;
  40. sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
  41. if(tmp_size < 0)
  42. tmp_size = 1;
  43. else if(tmp_size >= 0xFFFF)
  44. tmp_size = 0xFFFF;
  45. size = (int16)tmp_size;
  46. }
  47. else
  48. size = old_npc->size;
  49. SetMerchantID(old_npc->GetMerchantID());
  50. SetMerchantType(old_npc->GetMerchantType());
  51. SetPrimaryCommands(&old_npc->primary_command_list);
  52. SetSecondaryCommands(&old_npc->secondary_command_list);
  53. appearance_id = old_npc->appearance_id;
  54. database_id = old_npc->database_id;
  55. primary_command_list_id = old_npc->primary_command_list_id;
  56. secondary_command_list_id = old_npc->secondary_command_list_id;
  57. memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  58. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  59. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  60. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  61. if(appearance.min_level < appearance.max_level)
  62. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  63. target = 0;
  64. SetTotalHPBase(old_npc->GetTotalHPBase());
  65. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  66. faction_id = old_npc->faction_id;
  67. movement_interrupted = false;
  68. SetQuestsRequired(old_npc->GetQuestsRequired());
  69. SetTransporterID(old_npc->GetTransporterID());
  70. SetAttackType(old_npc->GetAttackType());
  71. SetAIStrategy(old_npc->GetAIStrategy());
  72. SetPrimarySpellList(old_npc->GetPrimarySpellList());
  73. SetSecondarySpellList(old_npc->GetSecondarySpellList());
  74. SetPrimarySkillList(old_npc->GetPrimarySkillList());
  75. SetSecondarySkillList(old_npc->GetSecondarySkillList());
  76. SetEquipmentListID(old_npc->GetEquipmentListID());
  77. SetAggroRadius(old_npc->GetAggroRadius());
  78. SetCastPercentage(old_npc->GetCastPercentage());
  79. SetRandomize(old_npc->GetRandomize());
  80. if(appearance.randomize > 0)
  81. Randomize(this, appearance.randomize);
  82. CalculateBonuses();
  83. SetHP(GetTotalHP());
  84. SetPower(GetTotalPower());
  85. ChangePrimaryWeapon();
  86. ChangeSecondaryWeapon();
  87. SetSoundsDisabled(old_npc->IsSoundsDisabled());
  88. }
  89. }
  90. NPC::~NPC(){
  91. ResetMovement();
  92. if(skills){
  93. map<string, Skill*>::iterator skill_itr;
  94. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  95. safe_delete(skill_itr->second);
  96. }
  97. safe_delete(skills);
  98. }
  99. safe_delete(spells);
  100. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  101. while (sb_itr.Next())
  102. RemoveSkillBonus(sb_itr.first);
  103. safe_delete(runback);
  104. safe_delete(m_brain);
  105. }
  106. void NPC::Initialize(){
  107. ai_strategy = 0;
  108. attack_type = 0;
  109. movement_index = 0;
  110. resume_movement = true;
  111. movement_start_time = 0;
  112. spawn_type = 2;
  113. movement_interrupted = false;
  114. attack_resume_needed = false;
  115. MMovementLoop.SetName("NPC::MMovementLoop");
  116. last_movement_update = Timer::GetCurrentTime2();
  117. aggro_radius = 0;
  118. skills = 0;
  119. spells = 0;
  120. runback = 0;
  121. owner = 0;
  122. m_brain = new ::Brain(this);
  123. MBrain.SetName("NPC::m_brain");
  124. m_runningBack = false;
  125. m_runbackHeading = 0;
  126. following = false;
  127. SetFollowTarget(0);
  128. m_petDismissing = false;
  129. }
  130. EQ2Packet* NPC::serialize(Player* player, int16 version){
  131. opcode = EQOpcodeManager[GetOpcodeVersion(version)]->EmuToEQ(OP_EqCreateGhostCmd);
  132. return spawn_serialize(player, version);
  133. }
  134. void NPC::SetSkills(map<string, Skill*>* in_skills){
  135. if (skills) {
  136. map<string, Skill*>::iterator skill_itr;
  137. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  138. safe_delete(skill_itr->second);
  139. }
  140. safe_delete(skills);
  141. }
  142. skills = in_skills;
  143. }
  144. void NPC::SetSpells(vector<Spell*>* in_spells){
  145. safe_delete(spells);
  146. spells = in_spells;
  147. }
  148. void NPC::SetRunbackLocation(float x, float y, float z, int32 gridid){
  149. safe_delete(runback);
  150. runback = new MovementLocation;
  151. runback->x = x;
  152. runback->y = y;
  153. runback->z = z;
  154. runback->gridid = gridid;
  155. }
  156. MovementLocation* NPC::GetRunbackLocation(){
  157. return runback;
  158. }
  159. float NPC::GetRunbackDistance(){
  160. if(!runback)
  161. return 0;
  162. return GetDistance(runback->x, runback->y, runback->z);
  163. }
  164. void NPC::Runback(){
  165. following = false;
  166. if (!m_runningBack)
  167. {
  168. ClearRunningLocations();
  169. GetZone()->movementMgr->StopNavigation((Entity*)this);
  170. }
  171. m_runningBack = true;
  172. SetSpeed(GetMaxSpeed()*2);
  173. if (IsFlying() && CheckLoS(glm::vec3(runback->x, runback->z, runback->y + 1.0f), glm::vec3(GetX(), GetZ(), GetY() + 1.0f)))
  174. {
  175. FaceTarget(runback->x, runback->z);
  176. ClearRunningLocations();
  177. GetZone()->movementMgr->DisruptNavigation((Entity*)this);
  178. if (GetRunbackLocation()->gridid > 0)
  179. SetLocation(GetRunbackLocation()->gridid);
  180. AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, true, true, "", true);
  181. }
  182. else
  183. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  184. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  185. last_movement_update = Timer::GetCurrentTime2();
  186. }
  187. void NPC::ClearRunback(){
  188. safe_delete(runback);
  189. m_runningBack = false;
  190. m_runbackHeading = 0;
  191. resume_movement = true;
  192. NeedsToResumeMovement(false);
  193. }
  194. void NPC::InCombat(bool val){
  195. if (in_combat == val)
  196. return;
  197. if(in_combat == false && val && GetZone()){
  198. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  199. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  200. SetTempActionState(0); // disable action states in combat
  201. }
  202. in_combat = val;
  203. if(val){
  204. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  205. SetLockedNoLoot(3);
  206. AddIconValue(64);
  207. // In combat so lets set the NPC's speed to its max speed
  208. if (GetMaxSpeed() > 0)
  209. SetSpeed(GetMaxSpeed());
  210. }
  211. else{
  212. SetLockedNoLoot(1);
  213. RemoveIconValue(64);
  214. if (GetHP() > 0){
  215. SetTempActionState(-1); //re-enable action states on exiting combat
  216. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  217. // Stop all HO's attached to this NPC
  218. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  219. }
  220. }
  221. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  222. CalculateRunningLocation(true);
  223. }
  224. if(val){
  225. // if not a pet and no current run back location set then set one to the current location
  226. if(!IsPet() && !GetRunbackLocation()) {
  227. SetRunbackLocation(GetX(), GetY(), GetZ(), GetLocation());
  228. m_runbackHeading = appearance.pos.Dir1;
  229. }
  230. }
  231. MovementInterrupted(val);
  232. }
  233. bool NPC::HandleUse(Client* client, string type){
  234. if(!client || type.length() == 0 || appearance.show_command_icon == 0)
  235. return false;
  236. EntityCommand* entity_command = FindEntityCommand(type);
  237. if (entity_command) {
  238. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  239. return true;
  240. }
  241. return false;
  242. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  243. if(spell)
  244. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  245. else if(GetSpawnScript())
  246. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  247. else
  248. return false;
  249. return true;*/
  250. }
  251. bool NPC::CheckSameAppearance(string name, int16 id)
  252. {
  253. // need to iterate through master_appearance_list finding if id contains name
  254. return true;
  255. }
  256. void NPC::Randomize(NPC* npc, int32 flags)
  257. {
  258. int8 random = 0;
  259. int8 min_val = 0;
  260. int8 max_val = 255;
  261. /* We need to check if gender is going to be randomized first because if the race is going to be
  262. * randomized, we need to know its gender so we can choose the proper model.
  263. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  264. * and not the race. */
  265. int8 old_gender = npc->GetGender();
  266. if (flags & RANDOMIZE_GENDER)
  267. {
  268. random = MakeRandomInt(1, 2);
  269. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  270. npc->SetGender(random);
  271. }
  272. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  273. {
  274. string race_string = "";
  275. int8 gender = npc->GetGender();
  276. if (gender == 1 || gender == 2)
  277. {
  278. if (flags & RANDOMIZE_RACE)
  279. {
  280. if(npc->GetAlignment() == 1) // Good
  281. random = races.GetRaceNameGood();
  282. else if(npc->GetAlignment() < 0) // Evil
  283. random = races.GetRaceNameEvil();
  284. else // All
  285. random = MakeRandomInt(0, 20);
  286. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  287. npc->SetRace(random);
  288. }
  289. switch (npc->GetRace())
  290. {
  291. case BARBARIAN:
  292. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  293. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  294. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  295. race_string = "/barbarian/barbarian";
  296. break;
  297. case DARK_ELF:
  298. race_string = "/darkelf/darkelf";
  299. break;
  300. case DWARF:
  301. race_string = "/dwarf/dwarf";
  302. break;
  303. case ERUDITE:
  304. race_string = "/erudite/erudite";
  305. break;
  306. case FROGLOK:
  307. race_string = "/froglok/froglok";
  308. break;
  309. case GNOME:
  310. race_string = "/gnome/gnome";
  311. break;
  312. case HALF_ELF:
  313. race_string = "/halfelf/halfelf";
  314. break;
  315. case HALFLING:
  316. race_string = "/halfling/halfling";
  317. break;
  318. case HIGH_ELF:
  319. race_string = "/highelf/highelf";
  320. break;
  321. case HUMAN:
  322. race_string = "/human/human";
  323. break;
  324. case IKSAR:
  325. race_string = "/iksar/iksar";
  326. break;
  327. case KERRA:
  328. race_string = "/kerra/kerra";
  329. break;
  330. case OGRE:
  331. race_string = "/ogre/ogre";
  332. break;
  333. case RATONGA:
  334. race_string = "/ratonga/ratonga";
  335. break;
  336. case TROLL:
  337. race_string = "/troll/troll";
  338. break;
  339. case WOOD_ELF:
  340. race_string = "/woodelf/woodelf";
  341. break;
  342. case FAE:
  343. race_string = "/fae/fae_light";
  344. break;
  345. case ARASAI:
  346. race_string = "/fae/fae_dark";
  347. break;
  348. case SARNAK:
  349. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  350. break;
  351. case VAMPIRE:
  352. race_string = "/vampire/vampire";
  353. break;
  354. case AERAKYN:
  355. race_string = "/aerakyn/aerakyn";
  356. break;
  357. }
  358. if (race_string.length() > 0)
  359. {
  360. string gender_string;
  361. gender == 1 ? gender_string = "male" : gender_string = "female";
  362. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  363. if (id_list)
  364. {
  365. int32 index = MakeRandomInt(0, id_list->size() - 1);
  366. npc->SetModelType(id_list->at(index));
  367. npc->SetSogaModelType(id_list->at(index));
  368. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  369. int16 wing_type = 0;
  370. if (npc->GetRace() == FAE)
  371. {
  372. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  373. if (id_list_wings) {
  374. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  375. safe_delete(id_list_wings);
  376. }
  377. }
  378. else if (npc->GetRace() == ARASAI)
  379. {
  380. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  381. if (id_list_wings) {
  382. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  383. safe_delete(id_list_wings);
  384. }
  385. }
  386. else if (npc->GetRace() == AERAKYN)
  387. {
  388. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  389. if (id_list_wings) {
  390. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  391. safe_delete(id_list_wings);
  392. }
  393. }
  394. if (wing_type > 0)
  395. {
  396. EQ2_Color color1;
  397. EQ2_Color color2;
  398. color1.red = MakeRandomInt(0, 255);
  399. color1.green = MakeRandomInt(0, 255);
  400. color1.blue = MakeRandomInt(0, 255);
  401. color2.red = MakeRandomInt(0, 255);
  402. color2.green = MakeRandomInt(0, 255);
  403. color2.blue = MakeRandomInt(0, 255);
  404. npc->SetWingColor1(color1);
  405. npc->SetWingColor2(color2);
  406. }
  407. npc->SetWingType(wing_type);
  408. safe_delete(id_list);
  409. }
  410. }
  411. }
  412. }
  413. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  414. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  415. if (id_list) {
  416. int32 index = MakeRandomInt(0, id_list->size() - 1);
  417. npc->SetFacialHairType(id_list->at(index));
  418. npc->SetSogaFacialHairType(id_list->at(index));
  419. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  420. safe_delete(id_list);
  421. }
  422. }
  423. if (flags & RANDOMIZE_HAIR_TYPE) {
  424. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  425. if (id_list) {
  426. int32 index = MakeRandomInt(0, id_list->size() - 1);
  427. npc->SetHairType(id_list->at(index));
  428. npc->SetSogaHairType(id_list->at(index));
  429. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  430. safe_delete(id_list);
  431. }
  432. }
  433. if (flags & RANDOMIZE_WING_TYPE) {
  434. int16 wing_type = 0;
  435. if (npc->GetRace() == FAE) {
  436. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  437. if (id_list_wings) {
  438. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  439. safe_delete(id_list_wings);
  440. }
  441. }
  442. else if (npc->GetRace() == ARASAI) {
  443. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  444. if (id_list_wings) {
  445. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  446. safe_delete(id_list_wings);
  447. }
  448. }
  449. else if (npc->GetRace() == AERAKYN)
  450. {
  451. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  452. if (id_list_wings) {
  453. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  454. safe_delete(id_list_wings);
  455. }
  456. }
  457. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  458. npc->SetWingType(wing_type);
  459. }
  460. if (flags & RANDOMIZE_CHEEK_TYPE) {
  461. for(int i=0;i<3;i++) {
  462. random = MakeRandomFloat(-100, 100);
  463. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  464. npc->features.cheek_type[i] = random;
  465. }
  466. }
  467. if (flags & RANDOMIZE_CHIN_TYPE) {
  468. for(int i=0;i<3;i++) {
  469. random = MakeRandomFloat(-100, 100);
  470. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  471. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  472. }
  473. }
  474. if (flags & RANDOMIZE_EAR_TYPE) {
  475. for(int i=0;i<3;i++) {
  476. random = MakeRandomFloat(-100, 100);
  477. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  478. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  479. }
  480. }
  481. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  482. for(int i=0;i<3;i++) {
  483. random = MakeRandomFloat(-100, 100);
  484. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  485. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  486. }
  487. }
  488. if (flags & RANDOMIZE_EYE_TYPE) {
  489. for(int i=0;i<3;i++) {
  490. random = MakeRandomFloat(-100, 100);
  491. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  492. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  493. }
  494. }
  495. if (flags & RANDOMIZE_LIP_TYPE) {
  496. for(int i=0;i<3;i++) {
  497. random = MakeRandomFloat(-100, 100);
  498. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  499. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  500. }
  501. }
  502. if (flags & RANDOMIZE_NOSE_TYPE) {
  503. for(int i=0;i<3;i++) {
  504. random = MakeRandomFloat(-100, 100);
  505. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  506. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  507. }
  508. }
  509. /* Randomize Colors */
  510. random = MakeRandomInt(0, 255);
  511. if(random > 30) {
  512. min_val = random - MakeRandomInt(0, 30);
  513. max_val = random + MakeRandomInt(0, 30);
  514. }
  515. if(max_val > 255)
  516. max_val = 255;
  517. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  518. if (flags & RANDOMIZE_EYE_COLOR) {
  519. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  520. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  521. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  522. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  523. }
  524. if (flags & RANDOMIZE_HAIR_COLOR1) {
  525. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  526. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  527. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  528. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 1 - R: %i, G: %i, B: %i", npc->features.hair_color1.red, npc->features.hair_color1.green, npc->features.hair_color1.blue);
  529. }
  530. if (flags & RANDOMIZE_HAIR_COLOR2) {
  531. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  532. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  533. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  534. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 2 - R: %i, G: %i, B: %i", npc->features.hair_color2.red, npc->features.hair_color2.green, npc->features.hair_color2.blue);
  535. }
  536. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  537. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  538. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  539. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  540. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Highlight - R: %i, G: %i, B: %i", npc->features.hair_highlight_color.red, npc->features.hair_highlight_color.green, npc->features.hair_highlight_color.blue);
  541. }
  542. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  543. EQ2_Color color1;
  544. color1.red = MakeRandomInt(min_val, max_val);
  545. color1.green = MakeRandomInt(min_val, max_val);
  546. color1.blue = MakeRandomInt(min_val, max_val);
  547. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  548. npc->SetFacialHairColor(color1);
  549. }
  550. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  551. EQ2_Color color1;
  552. color1.red = MakeRandomInt(min_val, max_val);
  553. color1.green = MakeRandomInt(min_val, max_val);
  554. color1.blue = MakeRandomInt(min_val, max_val);
  555. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  556. npc->SetFacialHairHighlightColor(color1);
  557. }
  558. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  559. EQ2_Color color1;
  560. color1.red = MakeRandomInt(min_val, max_val);
  561. color1.green = MakeRandomInt(min_val, max_val);
  562. color1.blue = MakeRandomInt(min_val, max_val);
  563. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  564. npc->SetHairColor(color1);
  565. }
  566. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  567. EQ2_Color color1;
  568. color1.red = MakeRandomInt(min_val, max_val);
  569. color1.green = MakeRandomInt(min_val, max_val);
  570. color1.blue = MakeRandomInt(min_val, max_val);
  571. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  572. npc->SetHairHighlightColor(color1);
  573. }
  574. if (flags & RANDOMIZE_SKIN_COLOR) {
  575. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  576. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  577. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  578. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Skin Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  579. }
  580. if (flags & RANDOMIZE_WING_COLOR1) {
  581. EQ2_Color color1;
  582. color1.red = MakeRandomInt(min_val, max_val);
  583. color1.green = MakeRandomInt(min_val, max_val);
  584. color1.blue = MakeRandomInt(min_val, max_val);
  585. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  586. npc->SetWingColor1(color1);
  587. }
  588. if (flags & RANDOMIZE_WING_COLOR2) {
  589. EQ2_Color color1;
  590. color1.red = MakeRandomInt(min_val, max_val);
  591. color1.green = MakeRandomInt(min_val, max_val);
  592. color1.blue = MakeRandomInt(min_val, max_val);
  593. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  594. npc->SetWingColor2(color1);
  595. }
  596. }
  597. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  598. if(skills && skills->count(name) > 0){
  599. Skill* ret = (*skills)[name];
  600. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  601. ret->current_val++;
  602. return ret;
  603. }
  604. return 0;
  605. }
  606. void NPC::SetAttackType(int8 type){
  607. attack_type = type;
  608. }
  609. int8 NPC::GetAttackType(){
  610. return attack_type;
  611. }
  612. void NPC::SetAIStrategy(int8 strategy){
  613. ai_strategy = strategy;
  614. }
  615. int8 NPC::GetAIStrategy(){
  616. return ai_strategy;
  617. }
  618. void NPC::SetPrimarySpellList(int32 id){
  619. primary_spell_list = id;
  620. }
  621. int32 NPC::GetPrimarySpellList(){
  622. return primary_spell_list;
  623. }
  624. void NPC::SetSecondarySpellList(int32 id){
  625. secondary_spell_list = id;
  626. }
  627. int32 NPC::GetSecondarySpellList(){
  628. return secondary_spell_list;
  629. }
  630. void NPC::SetPrimarySkillList(int32 id){
  631. primary_skill_list = id;
  632. }
  633. int32 NPC::GetPrimarySkillList(){
  634. return primary_skill_list;
  635. }
  636. void NPC::SetSecondarySkillList(int32 id){
  637. secondary_skill_list = id;
  638. }
  639. int32 NPC::GetSecondarySkillList(){
  640. return secondary_skill_list;
  641. }
  642. void NPC::SetEquipmentListID(int32 id){
  643. equipment_list_id = id;
  644. }
  645. int32 NPC::GetEquipmentListID(){
  646. return equipment_list_id;
  647. }
  648. Spell* NPC::GetNextSpell(float distance){
  649. int8 val = rand()%100;
  650. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  651. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  652. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  653. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  654. }
  655. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  656. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  657. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  658. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  659. }
  660. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  661. }
  662. Spell* NPC::GetNextSpell(float distance, int8 type){
  663. Spell* ret = 0;
  664. if(spells){
  665. if(distance < 0)
  666. distance = 0;
  667. Spell* tmpSpell = 0;
  668. vector<Spell*>::iterator itr;
  669. for(itr = spells->begin(); itr != spells->end(); itr++){
  670. tmpSpell = *itr;
  671. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  672. continue;
  673. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  674. continue;
  675. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  676. continue;
  677. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  678. ret = tmpSpell;
  679. if((rand()%100) >= 70) //30% chance to stop after finding the first match, this will give the appearance of the NPC randomly choosing a spell to cast
  680. break;
  681. }
  682. }
  683. if(!ret && type != AI_STRATEGY_BALANCED)
  684. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  685. }
  686. return ret;
  687. }
  688. Spell* NPC::GetNextBuffSpell() {
  689. Spell* ret = 0;
  690. if (spells && GetZone()->GetSpellProcess()) {
  691. Spell* tmpSpell = 0;
  692. vector<Spell*>::iterator itr;
  693. for (itr = spells->begin(); itr != spells->end(); itr++) {
  694. tmpSpell = *itr;
  695. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  696. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  697. if (effect) {
  698. if (effect->tier < tmpSpell->GetSpellTier()) {
  699. ret = tmpSpell;
  700. break;
  701. }
  702. }
  703. else {
  704. ret = tmpSpell;
  705. break;
  706. }
  707. }
  708. }
  709. }
  710. return ret;
  711. }
  712. void NPC::SetAggroRadius(float radius){
  713. aggro_radius = radius;
  714. }
  715. float NPC::GetAggroRadius(){
  716. return aggro_radius;
  717. }
  718. void NPC::SetCastPercentage(int8 percentage){
  719. cast_percentage = percentage;
  720. }
  721. int8 NPC::GetCastPercentage(){
  722. return cast_percentage;
  723. }
  724. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  725. if (value != 0) {
  726. SkillBonus* sb;
  727. if (skill_bonus_list.count(spell_id) == 0) {
  728. sb = new SkillBonus;
  729. sb->spell_id = spell_id;
  730. skill_bonus_list.Put(spell_id, sb);
  731. }
  732. else
  733. sb = skill_bonus_list.Get(spell_id);
  734. if (sb->skills[skill_id] == 0) {
  735. SkillBonusValue* sbv = new SkillBonusValue;
  736. sbv->skill_id = skill_id;
  737. sbv->value = value;
  738. sb->skills[skill_id] = sbv;
  739. if (skills) {
  740. map<string, Skill*>::iterator itr;
  741. for (itr = skills->begin(); itr != skills->end(); itr++) {
  742. Skill* skill = itr->second;
  743. if (skill->skill_id == sbv->skill_id) {
  744. skill->current_val += (int16)sbv->value;
  745. skill->max_val += (int16)sbv->value;
  746. }
  747. }
  748. }
  749. }
  750. }
  751. }
  752. void NPC::RemoveSkillBonus(int32 spell_id) {
  753. if (skill_bonus_list.count(spell_id) > 0) {
  754. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  755. skill_bonus_list.erase(spell_id);
  756. map<int32, SkillBonusValue*>::iterator itr;
  757. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  758. SkillBonusValue* sbv = itr->second;
  759. if (skills) {
  760. map<string, Skill*>::iterator skill_itr;
  761. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  762. Skill* skill = skill_itr->second;
  763. if (sbv->skill_id == skill->skill_id) {
  764. skill->current_val -= (int16)sbv->value;
  765. skill->max_val -= (int16)sbv->value;
  766. }
  767. }
  768. }
  769. safe_delete(sbv);
  770. }
  771. safe_delete(sb);
  772. }
  773. }
  774. void NPC::SetBrain(::Brain* brain) {
  775. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  776. MBrain.writelock(__FUNCTION__, __LINE__);
  777. // Check to make sure the NPC the brain controls matches this npc
  778. if (brain->GetBody() != this) {
  779. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  780. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  781. return;
  782. }
  783. // Store the old brain in a temp pointer so we can delete it later
  784. ::Brain* old_brain = m_brain;
  785. // Set the brain for this NPC to the new brain
  786. m_brain = brain;
  787. // Release the lock
  788. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  789. // Delete the old brain
  790. safe_delete(old_brain);
  791. }
  792. Entity* NPC::GetOwner() {
  793. return (Entity*)GetZone()->GetSpawnByID(owner);
  794. }
  795. void NPC::SetZone(ZoneServer* in_zone) {
  796. Spawn::SetZone(in_zone);
  797. if (in_zone){
  798. GetZone()->SetNPCEquipment(this);
  799. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  800. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  801. }
  802. }